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REPORT 9:
LEARNING WITH DIGITAL TECHNOLOGIES IN MUSEUMS, SCIENCE AND GALLERIES

Roy Hawkey, King’s College, London
 


       

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Electronic exhibitions: NHM policy (The Natural History Museum 2000) Education policy (www.nhm.ac.uk/
education/policy.html
)
• approach issues as far as possible from the visitor’s perspective – enthusiasm, reticence, prior knowledge, misconceptions et al –

• enhance access to the Museum’s collections and research, in ways that primarily make sense to the visitor rather than the expert.

Virtual visitors can

• create their own agendas and their own pathways to learning

• create coherent frameworks and signposts, rather than deliver raw data or pre-packaged information.
Important principles underlie all educational activities. These include:

• opportunities for differentiation

• clear objectives

• active learning based on direct observation

• asking appropriate and informed questions

• emphasis on the processes and methods of science

• making links (with previous knowledge and with new ideas)

• challenging assumptions and changing perspectives.

Table 4.2 Excerpts from The Natural History Museum’s web strategy and education policy
 
       

4.3.1 QUEST

QUEST– (Questioning, Understanding and Exploring Simulated Things) (www.nhm.ac.uk/education/
quest2/ English/index.html
) – began as part of the SIMILE project, supported by funding from the Information Society Project Office of the European Commission. (The principal aim of the SIMILE project – Students In Museum Internet Learning Environments – was to increase learners’ access to cultural heritage, as represented by artefacts, objects and specimens in museum collections.)

The Museum’s education policy (www.nhm.ac.uk/education/
policy.html
and see Table 4.2) highlights active learning in terms both of learner participation and of the learner making his or her own sense of experiences. Emphasis is therefore given to observation and enquiry. In this context it would not be tenable simply to display photographic images of objects together with traditional labels. Unlike many exhibitions and much of the educational material in museums, QUEST is deliberately intended to facilitate learner decision-making and user choice. Its approach is essentially constructivist on both of the dimensions identified in Hein’s (1995, 1998) analysis of museum learning. QUEST’s home page presents twelve objects, familiar and unfamiliar, carefully chosen to be as representative as possible. Selecting any object presents it fullscreen, together with a series of icons giving access to the virtual tools that can be applied to it. Virtual learners can view the object from different angles, measure it, weigh it, magnify it, touch it (for texture and temperature) and even find out its age. More innovative, though, are the ‘ask a scientist’ page (for further questions or suggestions, rather than answers) and the ‘notebook’. When active, the latter enables learners to record their observations, deductions and conjectures – and to share them with others. Only at this stage can a page of information be accessed, written in a discursive style.

So, does it work? Can such an essentially constructivist approach really facilitate learning? A pilot study in schools and online feedback both suggest so. The thousands of users, with an average dwell time of 18 minutes, confirm its attractiveness. But the most compelling evidence comes from an analysis of the comments in the notebook. Most significant is the number of learners who choose to delay accessing the right answer until they have
 
thoroughly explored the object and shared in an online debate. The experience of QUEST does suggest that real learning is possible from virtual objects, and it is active learning predicated on discovery rather than merely passive (Hawkey 1998, 1999, 2000).


4.3.2 Walking with Woodlice

There is a tendency to assume that the use of web-based learning material is somehow an alternative to real learning. One of the features of Walking with Woodlice (www.nhm.ac.uk/woodlice) is that it promotes learning not only in the real (but artificial) world of the classroom or teaching laboratory but also in the real (and natural) world of the environment beyond. The promotion of fieldwork and its interaction with digital technologies – through data recording and analysis – is a key element of the project. And, although the museum can call upon the leading experts in the field, it is less concerned with approving and validating the findings than with encouraging participants, having submitted their own data, to join in analysing and commenting on the results. (Hawkey 2002)


4.3.4 MOLLIS (www.molli.org.uk/)

Museum Open OnLine Learning Initiatives (MOLLIS) have been developed in a partnership between the University of Exeter and local museums (Dillon and Prosser 2003). Learning activities are analysed as a series of dynamic processes; each is a discrete educational entity, but every individual’s experience arises from a unique and complex combination of them all:

• information exchange – facts and constructs that can potentially be integrated into a context

• skills application – ability to perform actions

• knowledge construction – integrating new information with previous learning

• social interaction – reciprocal action in exchanging or challenging ideas

• self-expression including beliefs and creativity.


Collectively, these processes amount to the construction of meaning in the gap between the object and the individual. The web-based learning community is a weak system,

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